We tallied the current Steam language statistics and found that there are 26 languages available. To accommodate them, Valve has been churning out different language versions of their program for a while now. As such, it caters to a wide range of language speakers. Steam is known the world over, dotting computers across continents. Anything significantly beyond that calls for a look at reviews to find out what gripes buyers have with the game in question. With this and other Steam refund statistics in mind, experts came to an average refund rate of 8-9%. The average refund rate on Steam is around 8-9%.īased on developers’ and analysts’ experience with the platform, refund rates for a game on Steam can range from 4% all the way up to 20% (with outliers going beyond the ballpark, of course). The Steam growth rate data for VR usage grew from 1.3% to 1.93%, which was a near-50% increase. Valve’s choice to make the next title a VR flagship got mixed reactions, but it did align with the company’s history of pushing the limits of hardware and gameplay conventions.So, as expected, the advent of Half-Life: Alyx led to a spike in VR hardware use. The hype for the next Half-Life had been boiling ever since the 2004 release of Half-Life 2. When Half-Life: Alyx launched, VR usage jumped from 1.3% to 1.93%. So, according to the Steam sales statistics we can glean, 1,000 reviews on a game should mean it sold somewhere between 20,000 and 60,000 copies. We also noted that some experts have come up with effective ways to deduce the rough amount of sales a game has made.That data states that a review equals 63 sales on average, but the estimate becomes broader with more reviews. A game with 1,000 reviews on Steam will likely sell between 20,000 and 60,000 copies.Īs we’ve already touched on a few stats back, Valve doesn’t divulge the information about how much the games on Steam sell. With other factors included, the percentage would certainly go way past this estimate. It doesn’t even include things like DLC packs and in-game purchases.Īt that moment, Steam’s market share was at least 18%, supposing you only count the base game sales. And that’s just counting profit from vanilla games. That was the year when it reached a new height of $4.3 billion in sales. In 2017, Steam users’ purchasing value equaled $4.3 billion. But, though wobbled, Steam’s foothold in the industry is still secure for now. This, along with criticisms about moderation and earning share models, has contributed to Steam’s revenue to slump by 47%. One of the heftier blows to its ruling status came in the form of the Epic Game Store, which managed to snatch away a large chunk of titles and companies from Steam. In 2019, Steam’s sales revenue dipped by an estimated 47%.Īlthough known as the de facto king of gaming distribution, Valve has actually struggled to stay king of the hill lately. Through countless data wrangling, we can now get a pretty good estimate of a game’s sales by looking at its reviews.This technique of projecting Steam game sales statistics reveals that every review on Steam translates into an average of 63 sales. People’s desire to know is only matched by their ingenuity, however. Steam doesn’t have a habit of disclosing concrete sales figures for the games on its platform. There is an average of 63 sales for every review on a Steam game. Steam Statistics: Revenue, Market Size, and More 1.
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